TDBots: The fast-performing bots v30 (06/11/2021)

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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Postby TDRR » Mon Jan 10, 2022 9:21 pm

yum13241 wrote:and the error also calls you a moron

It's strangely hilarious seeing someone else say it, lol

yum13241 wrote:
Code: Select allExpand view
[enu default]

TDBOTS_RA_WEAPONS = "AutoShotgun;ExplosiveLauncher;AltSuperShotgun;PlasmaGun;OldBFG9000;PreciseChaingun";
TDBOTS_RA_AMMO = "Clip;Shell;RocketAmmo;Cell";

Very strange this didn't work for you. That's a perfectly legal list.
Oh wait, of course. It's broken because I haven't tested it in ages, and forgot to do so after switching to BCS. Tested with DUBG and yup, same issue. Need to correct this when I get the chance.

EDIT: I've also realized that this isn't really the right way to do Rocket Arena. All the pickups still remain on the map, but unfortunately there's no way to remove them universally at the moment with Zandronum compatiblity (well, with 3.1's spawn event it's possible to remove all ammo and armor items from the map, but that locks that feature to Zandronum, and has unnecessary overhead all the time from executing the event script, plus weapons and all other pickups will still remain).
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Postby yum13241 » Tue Jan 11, 2022 6:21 am

Like it worked, but it would lag my GZDoom/Zandronum to near death and spams errors in the console and some sort of runaway script gets terminated about setting up bots.
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Postby TDRR » Fri Jan 14, 2022 4:51 pm

Tekunofiria wrote:I'm on GZDOOM v4.5.0 and the bots are struggling against targets on a different height level than themselves. Even on Entryway, they strafe around the starter staircase missing every shot until the zombies get on the same height as the bot. The bots can't kill anybody if they are higher or lower, even by a small margin like the first staircase of entryway. Through coop spy, I saw what the bot could see, and it would aim off-target or down at the floor instead of at the enemy. The bot did fine when fighting the imps in the hallway since they were on the same height, but in the next room with the higher platform, the bot couldn't kill the zombies up there no matter what weapon they spawned with. It happens in DM, too, but strangely enough when I enable the "Player is a TD bot" setting" and restart the map to let a bot control my character, the aim is perfectly normal and the bot aim was perfect regardless of height level. I changed every setting I could, including disabling their AI, but nothing improved their accuracy, only tested using the bots on Doom 2 with no other modifications made.

After some more investigation, I'm happy and also really frustrated to point out that this is not a TDBots bug. It happens without any mods loaded, so it's merely a result of the ZCajun bots not being updated at all since eons ago.
I'm happy because it's not my fault. Frustrated because... I can't really fix it AFAIK. The FaceTarget method has been redone for v31, and I have a lot more control over it, but unfortunately no matter what I do, I just can't get them to aim properly.

Sorry to say, but don't expect a fix for this, um... ever. I doubt I can do anything about it, and if I were to report it, it still won't get fixed because the ZCajun bots are old and unsupported. I'm going to ask anyway- but don't get your hopes up.
Oh yeah and in v31 it's fixed for Zandronum and bots can aim up/down normally there. At least there I got BotScript to help workaround issues with that bot system. In GZDoom? I'm screwed.

Added a note about this to the main post. I'll make it clear that GZDoom is practically unsupported now, too many issues I can't fix make supporting it a wasted effort.
I'll keep it "working" as in you can spawn the bots and they'll do their thing, but expect them to be extremely stupid.

yum13241 wrote:Like it worked, but it would lag my GZDoom/Zandronum to near death and spams errors in the console and some sort of runaway script gets terminated about setting up bots.

Yeah it's not working, really. Ammo is broken this way at least, but it's now fixed for v31.
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Postby doomfan » Sat Jan 15, 2022 8:46 am

With all due respect to the GZDoom team, TDBot obviously works better on Zandronum. :wink:

https://doomwiki.org/wiki/Timeline_of_source_port_releases
Last edited by doomfan on Tue Jan 18, 2022 5:36 pm, edited 2 times in total.
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Postby yum13241 » Mon Jan 17, 2022 3:44 pm

Zandronum is nothing but an ancient GZDoom build with Client-Server MP lmao
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Postby Rachael » Mon Jan 17, 2022 3:55 pm

Please no "source port wars" here. Neither is truly better than the other, they just both have features the other doesn't have.
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Postby Redneckerz » Tue Jan 18, 2022 9:52 am

yum13241 wrote:Zandronum is nothing but an ancient GZDoom build with Client-Server MP lmao

That would be a severe misrepresentation of what Zandronum actually does behind the wheels, but i digress.
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